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-rw-r--r--src/ai/trolly/trolly.cpp2
-rw-r--r--src/train_cmd.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index b739c42a8..cd5ca16a5 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -650,7 +650,7 @@ static void AiNew_State_FindStation(Player *p)
// To find a good spot we scan a range from the center, a get the point
// where we get the most cargo and where it is buildable.
// TODO: also check for station of myself and make sure we are not
- // taking eachothers passangers away (bad result when it does not)
+ // taking eachothers passengers away (bad result when it does not)
for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
new_tile = TileXY(x, y);
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 5f2073cf0..5ea332b5f 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -2732,10 +2732,10 @@ static void CheckTrainCollision(Vehicle *v)
(v->u.rail.track == TRACK_BIT_WORMHOLE && (v->direction & 2) != (realcoll->direction & 2)))
return;
- /* two drivers + passangers killed in train v */
+ /* two drivers + passengers killed in train v */
uint num = 2 + CountPassengersInTrain(v);
if (!(coll->vehstatus & VS_CRASHED))
- /* two drivers + passangers killed in train coll (if it was not crashed already) */
+ /* two drivers + passengers killed in train coll (if it was not crashed already) */
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);